mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-03 22:44:30 +00:00
Fix a number of warnings when compiling with GCC (#1239)
* Silence a number of GCC warnings * Remove * Suggested changes * Format * Fix comment in en_go2
This commit is contained in:
parent
5015af4c57
commit
451b24f79b
71 changed files with 298 additions and 86 deletions
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@ -233,11 +233,11 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) {
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adsr->action.s.state = ADSR_STATE_HANG;
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break;
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}
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// fallthrough
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FALLTHROUGH;
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case ADSR_STATE_START_LOOP:
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adsr->envIndex = 0;
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adsr->action.s.state = ADSR_STATE_LOOP;
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// fallthrough
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FALLTHROUGH;
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retry:
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case ADSR_STATE_LOOP:
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adsr->delay = adsr->envelope[adsr->envIndex].delay;
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@ -273,14 +273,14 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) {
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if (adsr->action.s.state != ADSR_STATE_FADE) {
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break;
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}
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// fallthrough
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FALLTHROUGH;
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case ADSR_STATE_FADE:
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adsr->current += adsr->velocity;
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adsr->delay--;
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if (adsr->delay <= 0) {
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adsr->action.s.state = ADSR_STATE_LOOP;
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}
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// fallthrough
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FALLTHROUGH;
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case ADSR_STATE_HANG:
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break;
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@ -1281,6 +1281,7 @@ void AudioLoad_ProcessSlowLoads(s32 resetStatus) {
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slowLoad->status = LOAD_STATUS_DONE;
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continue;
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}
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FALLTHROUGH;
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case LOAD_STATUS_START:
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slowLoad->status = LOAD_STATUS_LOADING;
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if (slowLoad->bytesRemaining == 0) {
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@ -692,7 +692,7 @@ s32 AudioSeq_SeqLayerProcessScriptStep2(SequenceLayer* layer) {
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case 0xCB:
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sp3A = AudioSeq_ScriptReadS16(state);
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layer->adsr.envelope = (AdsrEnvelope*)(seqPlayer->seqData + sp3A);
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// fallthrough
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FALLTHROUGH;
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case 0xCF:
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layer->adsr.decayIndex = AudioSeq_ScriptReadU8(state);
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break;
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@ -1172,7 +1172,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
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}
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cmdArgs[0] = cmdArgs[1];
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// fallthrough
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FALLTHROUGH;
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case 0xC1:
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cmd = (u8)cmdArgs[0];
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AudioSeq_SetInstrument(channel, cmd);
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@ -1719,7 +1719,7 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
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break;
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case 0xDF:
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seqPlayer->transposition = 0;
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// Note: intentional fallthrough, also executes below command
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FALLTHROUGH;
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case 0xDE:
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seqPlayer->transposition += (s8)AudioSeq_ScriptReadU8(seqScript);
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break;
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@ -1759,7 +1759,7 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
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case 1:
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seqPlayer->state = 0;
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seqPlayer->fadeVolume = 0.0f;
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// NOTE: Intentional fallthrough
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FALLTHROUGH;
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case 0:
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seqPlayer->fadeTimer = seqPlayer->fadeTimerUnkEu;
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if (seqPlayer->fadeTimerUnkEu != 0) {
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@ -3984,7 +3984,7 @@ void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx) {
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if (D_80130604 == 2) {
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sp38 = func_800F3990(*entry->posY, entry->sfxParams);
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}
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// fallthrough
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FALLTHROUGH;
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case BANK_OCARINA:
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entry->dist = sqrtf(entry->dist);
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vol = Audio_ComputeSoundVolume(bankId, entryIdx) * *entry->vol;
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@ -574,8 +574,8 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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VecSph spFC;
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VecSph spF4;
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PosRot* temp_s6;
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Vec3f* eye;
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Vec3f* at;
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UNUSED Vec3f* eye;
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UNUSED Vec3f* at;
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Vec3f* phi_s0;
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Vec3f spD8;
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s32 pad;
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@ -1263,6 +1263,7 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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DbCamera_Vec3FToS(&spD8, &dbCamera->sub.position[i].pos);
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}
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}
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FALLTHROUGH;
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case 4:
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dbCamera->sub.unk_0C = true;
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break;
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@ -255,6 +255,7 @@ void GfxPrint_PrintChar(GfxPrint* this, u8 c) {
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break;
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case '\n':
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this->posY += 32;
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FALLTHROUGH;
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case '\r':
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this->posX = this->baseX;
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break;
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@ -105,14 +105,17 @@ void Overlay_Relocate(void* allocatedVRamAddress, OverlayRelocationSection* over
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switch (RELOC_TYPE_MASK(reloc)) {
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case R_MIPS_32 << RELOC_TYPE_SHIFT:
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dbg = 0x16;
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FALLTHROUGH;
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case R_MIPS_26 << RELOC_TYPE_SHIFT:
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dbg += 0xA;
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FALLTHROUGH;
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case R_MIPS_LO16 << RELOC_TYPE_SHIFT:
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if (gOverlayLogSeverity >= 3) {
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osSyncPrintf("%02d %08x %08x %08x ", dbg, relocDataP, relocatedValue, relocatedAddress);
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osSyncPrintf(" %08x %08x %08x %08x\n", (uintptr_t)relocDataP + (uintptr_t)vRamStart - allocu32,
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relocData, unrelocatedAddress, relocOffset);
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}
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// Adding a break prevents matching
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}
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}
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}
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@ -3811,12 +3811,15 @@ void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3)
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sp38.unk_00 = 0;
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sp38.unk_04 = 0;
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sp38.unk_02 = 0;
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FALLTHROUGH;
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case 3:
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sp38.unk_06 = 0;
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sp38.unk_0A = 0;
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sp38.unk_08 = 0;
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FALLTHROUGH;
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case 2:
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sp38.unk_0C = 0;
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break;
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}
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func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
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@ -1380,7 +1380,7 @@ void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3,
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camera->eye = newEyeColChk.pos;
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atEyeColChk = newEyeColChk;
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FALLTHROUGH;
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case 3:
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case 6:
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if (anim->unk_18 != 0) {
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@ -1475,6 +1475,7 @@ s32 Camera_Normal1(Camera* camera) {
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case 20:
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camera->yawUpdateRateInv = OREG(27);
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camera->pitchUpdateRateInv = OREG(27);
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FALLTHROUGH;
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case 0:
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case 10:
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case 25:
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@ -2035,6 +2036,7 @@ s32 Camera_Parallel1(Camera* camera) {
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rwData->unk_00.x = 0.0f;
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rwData->yTarget = playerPosRot->pos.y - camera->playerPosDelta.y;
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camera->animState++;
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break;
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}
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if (rwData->animTimer != 0) {
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@ -2153,7 +2155,7 @@ s32 Camera_Parallel1(Camera* camera) {
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camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
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camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp6A ? roData->unk_1C : roData->unk_14);
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//! @bug No return
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//! @bug doesn't return
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}
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s32 Camera_Parallel2(Camera* camera) {
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@ -2528,7 +2530,7 @@ s32 Camera_Jump3(Camera* camera) {
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f32 spC4;
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f32 spC0;
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f32 spBC;
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Vec3f spB0; // unused
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UNUSED Vec3f spB0;
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VecSph eyeDiffSph;
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PosRot* playerPosRot = &camera->playerPosRot;
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Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData;
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@ -2611,8 +2613,7 @@ s32 Camera_Jump3(Camera* camera) {
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break;
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}
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spB0 = *eye; // unused
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(void)spB0; // suppresses set but unused warning
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spB0 = *eye;
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spC4 = CAM_DATA_SCALED(OREG(25)) * camera->speedRatio;
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spC0 = camera->speedRatio * CAM_DATA_SCALED(OREG(26));
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@ -3027,6 +3028,7 @@ s32 Camera_Battle4(Camera* camera) {
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case 20:
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rwData->animTimer = 50;
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camera->animState++;
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break;
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}
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camera->yawUpdateRateInv = Camera_LERPCeilF(roData->lerpUpdateRate, camera->yawUpdateRateInv,
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@ -3798,7 +3800,7 @@ s32 Camera_KeepOn0(Camera* camera) {
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KeepOn0ReadWriteData* rwData = &camera->paramData.keep0.rwData;
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s32 pad;
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Vec3s* sceneCamData;
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Vec3s sceneCamRot;
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UNUSED Vec3s sceneCamRot;
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s16 fov;
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camera->unk_14C &= ~0x10;
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@ -3818,8 +3820,7 @@ s32 Camera_KeepOn0(Camera* camera) {
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Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
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*eye = *eyeNext;
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sceneCamRot = BGCAM_ROT(sceneCamData); // unused
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(void)sceneCamRot; // suppresses set but unused warning
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sceneCamRot = BGCAM_ROT(sceneCamData);
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fov = BGCAM_FOV(sceneCamData);
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if (fov == -1) {
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@ -4734,6 +4735,7 @@ s32 Camera_Unique3(Camera* camera) {
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rwData->initialFov = camera->fov;
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rwData->initialDist = OLib_Vec3fDist(at, &camera->eye);
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camera->animState++;
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FALLTHROUGH;
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case 1:
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if (doorParams->timer1-- > 0) {
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break;
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@ -4747,7 +4749,7 @@ s32 Camera_Unique3(Camera* camera) {
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sp60.pitch = -sp4C.x;
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Camera_Vec3fVecSphGeoAdd(at, &camera->eye, &sp60);
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camera->animState++;
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FALLTHROUGH;
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case 2:
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if (roData->interfaceFlags & 4) {
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camera->at = cameraPlayerPosRot->pos;
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@ -4757,7 +4759,7 @@ s32 Camera_Unique3(Camera* camera) {
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break;
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}
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camera->animState++;
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FALLTHROUGH;
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case 3:
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camera->unk_14C |= (0x400 | 0x10);
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if ((camera->unk_14C & 8) != 0) {
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@ -4765,6 +4767,7 @@ s32 Camera_Unique3(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 4:
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if (roData->interfaceFlags & 2) {
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camera->unk_14C |= 4;
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@ -4785,6 +4788,7 @@ s32 Camera_Unique3(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 5:
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camera->fov = Camera_LERPCeilF(rwData->initialFov, camera->fov, 0.4f, 0.1f);
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OLib_Vec3fDiffToVecSphGeo(&sp60, at, &camera->eye);
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@ -4795,6 +4799,7 @@ s32 Camera_Unique3(Camera* camera) {
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break;
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}
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camera->animState++;
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FALLTHROUGH;
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default:
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camera->unk_14C |= 4;
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camera->unk_14C &= ~8;
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@ -4996,7 +5001,7 @@ s32 Camera_Unique7(Camera* camera) {
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VecSph playerPosEyeOffset;
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s16 fov;
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Vec3s* sceneCamData;
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Vec3s sceneCamRot;
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UNUSED Vec3s sceneCamRot;
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Vec3f* at = &camera->at;
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PosRot* playerPosRot = &camera->playerPosRot;
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Vec3f* eye = &camera->eye;
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@ -5016,8 +5021,7 @@ s32 Camera_Unique7(Camera* camera) {
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Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
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*eye = *eyeNext;
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sceneCamRot = BGCAM_ROT(sceneCamData); // unused
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(void)sceneCamRot; // suppresses set but unused warning
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sceneCamRot = BGCAM_ROT(sceneCamData);
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OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos);
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@ -5392,6 +5396,7 @@ s32 Camera_Unique9(Camera* camera) {
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Camera_LERPFloorF(eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f);
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camera->eyeNext.z =
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Camera_LERPFloorF(eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
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FALLTHROUGH;
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case 9:
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case 10:
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// linear interpolation of at/fov/roll
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@ -5427,6 +5432,7 @@ s32 Camera_Unique9(Camera* camera) {
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Camera_LERPCeilF(rwData->eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f);
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camera->eyeNext.z =
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Camera_LERPCeilF(rwData->eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
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FALLTHROUGH;
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case 11:
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case 12:
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setAtFOVRoll:
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@ -5477,6 +5483,7 @@ s32 Camera_Unique9(Camera* camera) {
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Camera_ChangeModeFlags(camera->play->cameraPtrs[camIdx], CAM_MODE_NORMAL, 1);
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}
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FALLTHROUGH;
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case 18: {
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// copy the current camera to the parent (or default)'s camera.
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s32 camIdx = camera->parentCamId <= CAM_ID_NONE ? CAM_ID_MAIN : camera->parentCamId;
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@ -5485,10 +5492,12 @@ s32 Camera_Unique9(Camera* camera) {
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*eye = *eyeNext;
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Camera_Copy(cam, camera);
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}
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FALLTHROUGH;
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default:
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if (camera->camId != CAM_ID_MAIN) {
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camera->timer = 0;
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}
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break;
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}
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*eye = *eyeNext;
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@ -5608,6 +5617,7 @@ s32 Camera_Demo1(Camera* camera) {
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Camera_DebugPrintSplineArray("CENTER", 5, csAtPoints);
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Camera_DebugPrintSplineArray(" EYE", 5, csEyePoints);
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}
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FALLTHROUGH;
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case 1:
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// follow CutsceneCameraPoints. function returns 1 if at the end.
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if (func_800BB2B4(&csEyeUpdate, &newRoll, cameraFOV, csEyePoints, &rwData->keyframe, &rwData->curFrame) ||
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@ -5787,6 +5797,7 @@ s32 Camera_Demo3(Camera* camera) {
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if (camera->unk_14C & 8) {
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camera->animState = 4;
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}
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FALLTHROUGH;
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case 10:
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case 20:
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skipUpdateEye = true;
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@ -5810,7 +5821,7 @@ s32 Camera_Demo3(Camera* camera) {
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camera->unk_14C & 8)) {
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goto skipeyeUpdate;
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}
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FALLTHROUGH;
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default:
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camera->unk_14C |= 0x14;
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camera->unk_14C &= ~8;
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@ -6141,6 +6152,7 @@ s32 Camera_Demo6(Camera* camera) {
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Camera_Vec3fVecSphGeoAdd(eyeNext, &camera->at, &eyeOffset);
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camera->eye = *eyeNext;
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camera->animState++;
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FALLTHROUGH;
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case 1:
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if (stateTimers[camera->animState] < rwData->animTimer) {
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func_8002DF54(camera->play, &camera->player->actor, 8);
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@ -6152,6 +6164,7 @@ s32 Camera_Demo6(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 2:
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Camera_LERPCeilVec3f(&rwData->atTarget, &camera->at, 0.1f, 0.1f, 8.0f);
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if (stateTimers[camera->animState] < rwData->animTimer) {
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@ -6159,6 +6172,7 @@ s32 Camera_Demo6(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 3:
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camera->fov = Camera_LERPCeilF(50.0f, camera->fov, 0.2f, 0.01f);
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if (stateTimers[camera->animState] < rwData->animTimer) {
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@ -6243,6 +6257,7 @@ s32 Camera_Demo9(Camera* camera) {
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onePointCamData->actionParameters &= 0xFFF;
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}
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rwData->animTimer = onePointCamData->initTimer;
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FALLTHROUGH;
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case 1:
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// Run the camera state
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if (rwData->animTimer > 0) {
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@ -6296,6 +6311,7 @@ s32 Camera_Demo9(Camera* camera) {
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rwData->animTimer--;
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break;
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}
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FALLTHROUGH;
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case 3:
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// the cs is finished, decide the next action
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camera->timer = 0;
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@ -6738,6 +6754,7 @@ s32 Camera_Special9(Camera* camera) {
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rwData->targetYaw = ABS(playerPosRot->rot.y - adjustedPlayerPosRot.rot.y) >= 0x4000
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? BINANG_ROT180(adjustedPlayerPosRot.rot.y)
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: adjustedPlayerPosRot.rot.y;
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FALLTHROUGH;
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case 1:
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doorParams->timer1--;
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||||
if (doorParams->timer1 <= 0) {
|
||||
|
@ -6767,6 +6784,7 @@ s32 Camera_Special9(Camera* camera) {
|
|||
} else {
|
||||
break;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case 2:
|
||||
spAC = playerPosRot->pos;
|
||||
spAC.y += playerYOffset + roData->yOffset;
|
||||
|
@ -6779,6 +6797,7 @@ s32 Camera_Special9(Camera* camera) {
|
|||
} else {
|
||||
break;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case 3:
|
||||
spAC = playerPosRot->pos;
|
||||
spAC.y += (playerYOffset + roData->yOffset);
|
||||
|
@ -6794,8 +6813,10 @@ s32 Camera_Special9(Camera* camera) {
|
|||
} else {
|
||||
break;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case 4:
|
||||
camera->animState++;
|
||||
FALLTHROUGH;
|
||||
default:
|
||||
camera->unk_14C |= (0x400 | 0x10);
|
||||
sCameraInterfaceFlags = 0;
|
||||
|
|
|
@ -777,6 +777,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
break;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case ITEM00_BOMBS_A:
|
||||
case ITEM00_BOMBS_B:
|
||||
case ITEM00_BOMBS_SPECIAL:
|
||||
|
|
|
@ -2341,6 +2341,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
|
|||
case MSGMODE_OCARINA_FAIL:
|
||||
case MSGMODE_SONG_PLAYBACK_FAIL:
|
||||
Message_DrawText(play, &gfx);
|
||||
FALLTHROUGH;
|
||||
case MSGMODE_OCARINA_FAIL_NO_TEXT:
|
||||
msgCtx->stateTimer--;
|
||||
if (msgCtx->stateTimer == 0) {
|
||||
|
@ -2539,6 +2540,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
|
|||
sOcarinaButtonIndexBufPos++;
|
||||
}
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case MSGMODE_SONG_DEMONSTRATION_DONE:
|
||||
Message_DrawText(play, &gfx);
|
||||
break;
|
||||
|
@ -2838,6 +2840,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
|
|||
Message_ResetOcarinaNoteState();
|
||||
msgCtx->msgMode = MSGMODE_FROGS_WAITING;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case MSGMODE_FROGS_WAITING:
|
||||
break;
|
||||
case MSGMODE_TEXT_DONE:
|
||||
|
|
|
@ -2471,7 +2471,7 @@ void Magic_Update(PlayState* play) {
|
|||
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
|
||||
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
|
||||
}
|
||||
// fallthrough (flash border while magic is being consumed)
|
||||
FALLTHROUGH; // Flash border while magic is being consumed
|
||||
case MAGIC_STATE_METER_FLASH_1:
|
||||
case MAGIC_STATE_METER_FLASH_2:
|
||||
case MAGIC_STATE_METER_FLASH_3:
|
||||
|
@ -3535,6 +3535,7 @@ void Interface_Draw(PlayState* play) {
|
|||
gSaveContext.timer1State = 8;
|
||||
}
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case 4:
|
||||
case 8:
|
||||
if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8)) {
|
||||
|
@ -3604,6 +3605,7 @@ void Interface_Draw(PlayState* play) {
|
|||
|
||||
gSaveContext.timer1State = 14;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case 14:
|
||||
if (gSaveContext.timer1State == 14) {
|
||||
if (gSaveContext.healthCapacity > 0xA0) {
|
||||
|
@ -3707,6 +3709,7 @@ void Interface_Draw(PlayState* play) {
|
|||
gSaveContext.timer2State = 10;
|
||||
}
|
||||
}
|
||||
FALLTHROUGH;
|
||||
case 4:
|
||||
case 10:
|
||||
if ((gSaveContext.timer2State == 4) || (gSaveContext.timer2State == 10)) {
|
||||
|
|
|
@ -513,7 +513,7 @@ void Play_Update(PlayState* this) {
|
|||
// non-instance modes break out of this switch
|
||||
break;
|
||||
}
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case TRANS_MODE_INSTANCE_INIT:
|
||||
this->transitionCtx.init(&this->transitionCtx.instanceData);
|
||||
|
||||
|
|
|
@ -1371,8 +1371,9 @@ s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
|
|||
/**
|
||||
* Initializes a normal skeleton to a looping animation, dynamically allocating the frame tables if not provided.
|
||||
*/
|
||||
s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation,
|
||||
Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
|
||||
BAD_RETURN(s32)
|
||||
SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation,
|
||||
Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
|
||||
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
|
||||
|
||||
skelAnime->limbCount = skeletonHeader->limbCount + 1;
|
||||
|
@ -1401,8 +1402,9 @@ s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skelet
|
|||
/**
|
||||
* Initializes a flex skeleton to a looping animation, dynamically allocating the frame tables if not given.
|
||||
*/
|
||||
s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
|
||||
BAD_RETURN(s32)
|
||||
SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
|
||||
FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
|
||||
|
||||
skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
|
||||
|
@ -1435,8 +1437,9 @@ s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader
|
|||
/**
|
||||
* Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables.
|
||||
*/
|
||||
s32 SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animation) {
|
||||
BAD_RETURN(s32)
|
||||
SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
AnimationHeader* animation) {
|
||||
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
|
||||
|
||||
skelAnime->limbCount = skeletonHeader->limbCount + 1;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue